New BETA ready for testing (0.8.048 beta)
[p]Hello everyone,
[/p][p]A new patch has been released on the Beta Branch with several priority bugfixes. On Monday we're expecting the localization to come in and hopefully we're very close to a main branch push now (as a reminder, our Betas are never localized).
[/p][h2]How to Access the Beta[/h2][hr][/hr][p]Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.
Mods: Please remove any mods. They will most likely crash the game.
[/p]
[/p][hr][/hr]
[/p][p]Minor changes:[/p][p]- Husband Smallholders will no longer leave their backyard farming jobs to other family members.[/p][p]- Added collision data to Charcoal Kilns.[/p][p]- Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750.
[/p][p]AI:[/p][p]- Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building[/p][p]- Fixed problem with AI mistaking homeless people for artisans[/p][p]- Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.[/p][p]- Will now value building mines on top of Iron Resource Nodes higher than other mines.[/p][p]- Will now import any needed Iron Tools if there is no Iron Resource Node in the region.[/p][p]- Fixed not counting families who becomes homeless by losing their home as available workforce.[/p][p]- Fixed Manors built by AI not being visible and not considered completed.
[/p][p]UI:[/p][p]- Removed the Yield widget from the Taverns since it doesn't apply.
[/p][p]Crashfixes:[/p][p]- Building roads near previously deleted snap points will no longer cause the game to crash.[/p][p]- Fix for crash when applying Restoring The Peace scenario during new game setup on the High Peaks map.
[/p][p]Bugfixes:[/p][p]- Fixed incorrect construction goods being returned for a building that's been turned to rubble[/p][p]- Fixed ability to build multiple garrison towers in packaged game versions.[/p][p]- Fixed hounds following units into battle.[/p][p]- Fixed the broken ox legs appearing on some specific PCs.[/p][p]- Fixed incorrect output showing on the Bakery Production Focus tooltip.[/p][p]- Fixed Herbs being registered twice in Records when consumed for healing.[/p][p]- Fixed the Garment and Footwear consumption timer counting as usual even though the previous consumption is still unsatisfied.[/p][p]- Fixed refueling logic.[/p][p]- Added the missing Ń and ń glyphs to the paragraph font.[/p][p]- Fix for Windmills failing to process stored grain when the quantity in circulation is very low[/p][p]- Fix for Pinned Supplies inventory panel persisting after being automatically demolished[/p][p]- Fixed distance error when calculating the default protection radius against tree cutting around Resource Nodes.[/p][p]- Fixed blacksmiths not maintaining their own shops when set to produce tools.[/p][p]- Fixed traders not using a Horse due to it being petted by another worker at the moment.[/p][p]- Fixed livestock orders sometimes not being delivered.[/p][p]- Fixed Traders sometimes going to trade despite nothing on their import and export list.[/p][p]- Fixed Traders not maximizing the amount of Goods they can bring when importing and exporting.[/p][p]- Fixed Goods with a low ID being favored when Traders pick Goods to import and export.[/p][p]- Fixed workers getting stuck on people who perform actions, e.g. waiting for the charcoal burner to get up so that they can pass through.[/p][p]- Fixed maintenance rate not working after unlocking Nuremberg Prospectors perk.[/p][p]- Fixed a number of issues with drop inventory tasks.
[/p][p]Cosmetics:[/p][p]- Homeless workers who get sick now also unequip all tools.
[/p][p]Optimization:[/p][p]- Optimized bee particle systems since they actually added up in large cities with many Apiaries.[/p][p][/p][h3]Join the Manor Lords Community[/h3][p]Join our community on Discord and Reddit to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.[/p]
[/p][p]A new patch has been released on the Beta Branch with several priority bugfixes. On Monday we're expecting the localization to come in and hopefully we're very close to a main branch push now (as a reminder, our Betas are never localized).
[/p][h2]How to Access the Beta[/h2][hr][/hr][p]Saves: To avoid any potential issues, it’s recommended that you back up your saved files before switching to a beta version.
Mods: Please remove any mods. They will most likely crash the game.
[/p]
[p]To find your Manor Lords Steam saves.[/p]
- [p] Press Win + E[/p]
- [p] Go to %USERPROFILE%]]AppDataLocalManorLordsSavedSaveGames into the search bar.
[/p]
- [p] Open Steam[/p]
- [p] Right-click on Manor Lords in your library[/p]
- [p] Select Properties[/p]
- [p] Go to the BETAS tab[/p]
- [p] Enter the password: veryNiceBasket[/p]
- [p] Choose "pre_release" from the "Beta participation" drop-down list[/p]
- [p] Wait for the game to update the files (if nothing happens, restart the Steam client)[/p]
- [p] Launch the game[/p]
[/p][hr][/hr]
Patch Notes — Version 0.8.046–0.8.048 (Beta)
[p][/p][p]Balance:[/p][p]- \[Experimental] Durability is not consumed while the building is being upgraded.[/p][p]- \[Experimental] Maintenance effects do not apply while a building is in construction.[/p][p]- Honey and Wax are no longer Major Trades.[/p][p]Minor changes:[/p][p]- Husband Smallholders will no longer leave their backyard farming jobs to other family members.[/p][p]- Added collision data to Charcoal Kilns.[/p][p]- Increased the default protection radius against tree cutting around Resource Nodes from 500 to 750.
[/p][p]AI:[/p][p]- Fixed AI not differentiating between different rebuild commands and ending up in infinite loop of failing to rebuild the same building[/p][p]- Fixed problem with AI mistaking homeless people for artisans[/p][p]- Will now consider far off Iron, Salt, and Clay Resource Nodes over time as the number of worker families increase.[/p][p]- Will now value building mines on top of Iron Resource Nodes higher than other mines.[/p][p]- Will now import any needed Iron Tools if there is no Iron Resource Node in the region.[/p][p]- Fixed not counting families who becomes homeless by losing their home as available workforce.[/p][p]- Fixed Manors built by AI not being visible and not considered completed.
[/p][p]UI:[/p][p]- Removed the Yield widget from the Taverns since it doesn't apply.
[/p][p]Crashfixes:[/p][p]- Building roads near previously deleted snap points will no longer cause the game to crash.[/p][p]- Fix for crash when applying Restoring The Peace scenario during new game setup on the High Peaks map.
[/p][p]Bugfixes:[/p][p]- Fixed incorrect construction goods being returned for a building that's been turned to rubble[/p][p]- Fixed ability to build multiple garrison towers in packaged game versions.[/p][p]- Fixed hounds following units into battle.[/p][p]- Fixed the broken ox legs appearing on some specific PCs.[/p][p]- Fixed incorrect output showing on the Bakery Production Focus tooltip.[/p][p]- Fixed Herbs being registered twice in Records when consumed for healing.[/p][p]- Fixed the Garment and Footwear consumption timer counting as usual even though the previous consumption is still unsatisfied.[/p][p]- Fixed refueling logic.[/p][p]- Added the missing Ń and ń glyphs to the paragraph font.[/p][p]- Fix for Windmills failing to process stored grain when the quantity in circulation is very low[/p][p]- Fix for Pinned Supplies inventory panel persisting after being automatically demolished[/p][p]- Fixed distance error when calculating the default protection radius against tree cutting around Resource Nodes.[/p][p]- Fixed blacksmiths not maintaining their own shops when set to produce tools.[/p][p]- Fixed traders not using a Horse due to it being petted by another worker at the moment.[/p][p]- Fixed livestock orders sometimes not being delivered.[/p][p]- Fixed Traders sometimes going to trade despite nothing on their import and export list.[/p][p]- Fixed Traders not maximizing the amount of Goods they can bring when importing and exporting.[/p][p]- Fixed Goods with a low ID being favored when Traders pick Goods to import and export.[/p][p]- Fixed workers getting stuck on people who perform actions, e.g. waiting for the charcoal burner to get up so that they can pass through.[/p][p]- Fixed maintenance rate not working after unlocking Nuremberg Prospectors perk.[/p][p]- Fixed a number of issues with drop inventory tasks.
[/p][p]Cosmetics:[/p][p]- Homeless workers who get sick now also unequip all tools.
[/p][p]Optimization:[/p][p]- Optimized bee particle systems since they actually added up in large cities with many Apiaries.[/p][p][/p][h3]Join the Manor Lords Community[/h3][p]Join our community on Discord and Reddit to ask questions, trade tips, and keep up with the game. There’s also a community-run wiki that covers the most common questions, and you can follow Slavic Magic on Twitter for more developer updates.[/p]